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wscottling OpusGames

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97 comments

  1. wscottling
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    Sticky
    Just a note to say we're not really working on this mod right now. We are working on an update, but it's really slow because of life reasons. And well, neither of us are playing Fallout 4 right now because of the constant updating from Bethesda. It's annoying. When that calms down, we'll get back to the game and this mod. Hope y'all understand. Please enjoy the mod as it is right now. When we get back into the game, we plan on adding a ton more stuff and including the DLC. But for now... it's just not in the cards.
  2. SigynX1
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    Thanks for the update! I understand about the Bethseda updates (very annoying) and I am on and off again with F04 myself. But I appreciate your work here and just love seeing your containers out "in the wild". Always makes me smile.
    1. wscottling
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      Thanks! I'm glad you're enjoying our mod.
  3. XLament
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    This was a really great immersive addition to the game. Thanks for both of your hard work in creating it. Very understated fantastic addition.
    1. wscottling
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      Thanks!
  4. ProtectorNova
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    @wscoottling

    Where is the patch?(it's June 2018 and no patch in sight)
    1. wscottling
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      Sorry, sorry... we made it and forgot to upload it. Life and all. I'll have Opusgames upload it when he gets home from work this evening.
  5. ApoAlaia
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    I have encountered a problem with one of the DLCs.

    I surmise that in order to reach the widest possible audience you have released the mod without DLC requirements however this can lead to issues like this one.

    You edit the General Atomics Factory interior cell (id 0004280D) but so does the Automatron DLC.

    DLCs being .esm there is no way to fix this via load order. Your mod will always override the DLCs with the vanilla values it is based on and in this case it leads to an abundance of missing meshes that lead to walls/floors 'opening into the void.'

    I do empathise that if the only way to implement some feature is to edit cells compatibility issues will arise however overriding the official DLC (as opposed to community mods that is up to the player to resolve or choose) is in my opinion a pretty big oversight.

    EDIT: It also messes up Qincy Quarries if you have the Vault-Tec workshop DLC installed. About 37 meshes are wiped by overriding the changes made by the DLC with the vanilla values.
    1. wscottling
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      We'll look into it, but you don't really say what the problem is.

      I've played with all of the DLCs and this mod with no problems on my end. We don't "wipe out" any meshes because we don't touch the meshes, this is merely a material swap. It doesn't touch the meshes other than the caps stash.

      You need to be more specific with what problem you're encountering so we know what to look for.

      Edited to add: Okay, so I looked into xEdit and see what you're seeing. I'll make a patch, but honestly, there are so few cells that both touch, I don't consider it to be game breaking.. And also I don't consider it a "big oversight" to have not included the DLC since there are still many people who don't actually use the DLC. But give me a day or so and I'll put a patch out for those very few cells that are touched by this mod and the DLC. I'm not playing Fallout 4 right now, so I have to update it and get it back to a playable state to test it.
    2. ApoAlaia
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      I must admit I may have come across as harsh and abrasive and for that I do apologise.

      Compounded frustration that had little to do with your mod spilled into my post.

      Personally, anal as I am, I patched the mod by adding the two 'offending' DLCs as Masters and changing the cell records to match those of the DLC rather than adding further overrides to my 'compatibility patch.' Neater this way.

      Again my apologies for overreacting and for the ungrateful tirade.
    3. wscottling
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      Sorry if I was snippy in my answer too. Seems like we were both having a bad day. ^_^ I do have a patch but we haven't tested it. Like I said, I'm not playing Fallout 4 right now and I have health issues that make concentrating difficult. Opusgames (my partner in crime) will test the patch when he has the time and we can upload it for others who may experience the same issues.
  6. Zinni
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    Loving this mod! It adds so much flavor to the world.
    I do appear to be having an issue though. For whatever reason, the cap stashes aren't working. They all show up as vanilla, yet everything else works beautifully. I even tried loading the game with just this enabled and it's the same: everything but the cap stash works. Any ideas?
    1. Zinni
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      While waking up with my coffee this morning, I made a chair out of your containers. Image posted
    2. wscottling
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      I'm not sure why that would be happening, but we'll look into it. Thanks for the picture!
    3. Zinni
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      I appreciate it.

      If there is anything I can check for for conflicts on my end let me know. I checked in FO4Edit yesterday when I realized the stashes weren't working, but didn't see any conflicts other than the default suitcases. I don't really know what to check to make sure the mat swaps will work. So, other than looking for red, I'm not sure what I should be looking for since the majority of your plugin is new additions. If you know of anything specific I could check on my end I'd be to happy to look.
    4. wscottling
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      Hmmm. The only thing I can think is that for some reason the cap tins didn't download and/or load properly? I'm not sure. I haven't had time to look at it just yet, but I'll try to get to it tonight. Or Opus will. The cap tins should show up the same in xEdit as the suitcases do, as a material swap -- because that's basically what they are.
    5. wscottling
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      Okay, so I loaded the latest into xEdit and the material swaps are def there. I can't seem to get Fallout 4 to run on my computer right now, so I need to re-download it and update it and all that stuff... (it's been a month or so since I've played). But here's what you're looking for in xEdit if you're looking for conflicts. I've made a couple of screenshots that you can look at here: https://tinyurl.com/yb9zkhyr (I hope that works, if not, let me know).

      Anyway, what you want to do is open up the mod in xEdit and look for "Material Swap" section, then find any of the "WC AVOS ms Wilds Bottle Cap..." in the editor ID and click that. In the right panel way at the bottom there will be a tab labeled "references" with a number. Click that. This will bring up all of the bottle cap "addresses" that have been changed in the game. Double click any of those and it will bring up a new screen with the cell that's been changed. This is the screen that will tell you if any other mod is touching this cell and if there are any conflicts.

      There might be an easier way to do it, but that's the way I would do it. I'll have Opusgames look at it in game and see what he can find.
    6. wscottling
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      Opus went in and also saw vanilla bottle cap tins, so it's not just you. We have no idea why it's happening (yet) since we didn't touch them in our last update, but we're looking into it! Give us a couple of days. ^_^
    7. Zinni
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      Well... Glad it's not just me. Just loaded a new game and spent four hours running around trying to find at least one stash that wasn't vanilla. Wish I had the knowledge to help you two narrow it down though. I could've swore I saw the stashes in 2.1, but I only had 2.1 a couple days before 2.2 was uploaded. Good luck and let me know if I can do anything.
    8. OpusGames
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      I just uploaded a new version (v2.3) that fixes the caps stashes. Somewhere recently, our tweaked version of the caps stash mesh went missing, but I found it and added it back in.
    9. Zinni
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      Sweet! Happy to hear that. Good job.
  7. GenericFallout
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    Ok, so I'm enjoying this immensely! Love seeing a (great) variety of containers around the world! I have no glitches/bugs with the containers placed around the world!

    One question though: Am I the only one whose player-built containers respawn/repopulate? I don't mean the vanilla ones, or the containers from other mods... Just containers from THIS mod. Probably a mod conflict, but just in case (no pun intended! it IS this mod, I'm not putting anything essential in containers from here. I also haven't made a bug-report about it, as it seems I'm the only one out of 700+ people who gets respawning containers in settlements...

    Keep up the fantastic work!!
    1. wscottling
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      Well, that's unfortunate. I'm fairly sure that we set them to not respawn. We'll have a look to make double certain when we have a moment. Do you have any other mods that touch the workshop containers? Maybe (like you said) there's a conflict...
    2. OpusGames
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      We just uploaded a new version of our mod (2.2), which fixes the respawning issue... a couple of the container types were set up wrong, and thus would repopulate from time to time. Thanks for finding this bug!
    3. GenericFallout
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      I don't THINK I have... The regular ones (from the vanilla workshop menu also does NOT repopulate). Would it help with a loadorder or ?

      If I open yours in FOEdit it looks like this, showing that nothing else touches THOSE?

      https://i.gyazo.com/830b0253f79121db99b8a69c531d21c8.png

      I'm confused...

      Edit: For some reason I did NOT see Opus' reply... I'll go check again!
    4. wscottling
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      Yeah, we found them and fixed them. Sorry for the confusion, and thanks for pointing out that we had containers that respawned. We'll be more careful when creating containers in the future. We're still relatively new at this modding stuff and learning all the time.
  8. belenbelen
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    What's the point of this mod ? You've already included this in your suitcase mod, am i wrong or missing something ?
    1. wscottling
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      Actually, the suitcase mod is a simple texture replacer. You, the player, choose one texture for each container and the mod will replace every vanilla suitcase (cooler, duffle bag, whatever...) in the game with that texture. This mod is a material swap which replaces *most* of the objects in the Commonwealth with our textures and gives you, the player the option to use our textured containers in your workshop should you so chose. The suitcase mod does not have the workshop option. Two different mods with two different purposes.
  9. DarkFadi
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    Hello there, i ran into some pre-culling issues, and followed the culprit to your mod (by looking through xEdit), the area i encountered issues was just outside the Lonely Chapel, FederalRationStockpileChurchExt, objects disappearing and reappearing and such, would appreciate it if you looked into this disabling the plugin brings the objects back to normal behavior.
    1. OpusGames
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      Interesting! I'll take a look when I get a chance, and see if I can replicate it (and get my wife the xEdit expert to look as well). Thanks also for the detailed location and cell name to test with! The details can help a lot sometimes.
    2. wscottling
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      I'll take a look at it when I have the time, but this is basically a materials swap mod. We don't add anything to nor do we take anything away the world at all, just swap the material of specific containers. I'm 99% sure that wouldn't cause pre-culling issues. Just so's you know, when someone says "I disabled the plugin and the problem stopped" it's a post hoc fallacy. One did not cause the other. Unless they were the only two things running in your game at the time and even then it's likely that it could have been a fluke of the game engine. However, to give you the benefit of the doubt, I'll check it out and see, but since this is basically a material swap mod, I honestly cannot see how it would cause pre-culling issues.
    3. OpusGames
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      Well, we got the same pre-culling issue running the vanilla game with just our mod installed. I have no idea why it is happening, though. AVOC does not alter anything other than the container materials. Some weird hidden game engine conflict.

      We did find a fix by changing a couple of .ini file settings, though. Edit Fallout4Custom.ini (it should be in Documents/My Games/Fallout4), and add:

      [General]
      bUseCombinedObjects=0
      bUsePreculledObjects=1
    4. wscottling
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      Yeah, I stand corrected. I'll look in xEdit when I get my game updated -- I haven't been playing Fallout 4 for a while. I have a sneaking suspicion it might have something to do with the recent updates since we didn't have this difficulty before. Until then, the ini edit will work as a fix until we can figure out what's going on (if we can figure it out).
    5. DarkFadi
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      Well yes, thats how i was able to identify why my objects were disappearing by using in-game console command to toggle that off `TPC` toggling that off brought it all back, next step i did was look up the cell, then look at my load order in xEdit, nothing else was editing the cell except for this mod, TPC is on by default due to performance reasons, basically things you can't see, the engine just loads off memory, that way saves performance, disabling that from the ini files permanently could potentially cost performance.

      On subject of how, i have more experience with Skyrim, and very little experience with Fallout 4 when it comes to xEdit, i did look through the records, as you said, nothing out of the ordinary was present there just a simple material swap on items, hence why i came to ask to look into it =p wish i could be more informative but i just don't know enough about fallout 4 modding, but i could say 1 of 2 things: the "duct tape" solution would be to disable pre-cuilling on affected cells (not ideal), or the other is rebuilding pre-cuilling data in CK (if thats even a thing)
  10. dpsampson
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    Holy smokes, talk about immersion!

    Nice work, thank you!

    Endorsed w/ kudos!
    1. wscottling
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      Thank you, glad you're enjoying it.
  11. AlucardOSB
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    Love this! do you think you could look to doing a quantum texture?
    1. wscottling
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      When we get to doing the DLC, we'll toss in some quantum textures and stuff like that for Nuka World. And Far Harbor will have Vim! But I haven't gotten that far yet.
    2. AlucardOSB
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      acknowleded! thank you for replying
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